Browse > Home / Decks / Commander / Grothama, All-Devouring / Grothama, All-Drawing

Grothama, All-Drawing by Desdomen

7 Mythic, 41 Rare, 12 Uncommon, 10 Common
User Submitted Deck
Format: Commander
Mar 16, 2019
Archetype: Grothama, All-Devouring
1 Grothama, All-Devouring 3gg 0.25
Creatures (30)
1 Broodhatch Nantuko 1g 0.01
1 Sakura-Tribe Elder 1g 0.42
1 Courser of Kruphix 1gg 1.91
1 Eternal Witness 1gg 1.56
1 Farhaven Elf 2g 0.03
1 Fierce Empath 2g 0.04
1 Managorger Hydra 2g 0.05
1 Predator Ooze ggg 0.02
1 Ravenous Slime 2g 0.47
1 Reclamation Sage 2g 0.04
1 Wood Elves 2g 0.02
1 Goreclaw, Terror of Qal Sisma 3g 0.02
1 Hunted Troll 2gg 0.02
1 Ripjaw Raptor 2gg 0.02
1 Solemn Simulacrum 4 0.43
1 Psychosis Crawler 5 0.02
1 Stuffy Doll 5 0.01
1 Bane of Progress 4gg 1.10
1 Greenwarden of Murasa 4gg 0.03
1 Pathbreaker Ibex 4gg 0.25
1 Ulvenwald Hydra 4gg 0.12
1 Vigor 3ggg 0.16
1 Woodland Bellower 4gg 0.09
1 Avenger of Zendikar 5gg 0.88
1 Mossbridge Troll 5gg 0.01
1 Protean Hulk 5gg 0.03
1 Spearbreaker Behemoth 5gg 0.02
1 Stonehoof Chieftain 7g 1.57
1 Ulamog, the Ceaseless Hunger 10 7.21
1 Ghalta, Primal Hunger 10gg 0.02
Planeswalkers (1)
1 Garruk, Primal Hunter 2ggg 0.10
Spells (13)
1 Heroic Intervention 1g 0.33
1 Nature's Lore 1g 0.01
1 Rampant Growth 1g 0.01
1 Beast Within 2g 1.74
1 Cultivate 2g 0.03
1 Kodama's Reach 2g 0.03
1 Explosive Vegetation 3g 0.04
1 Skyshroud Claim 3g 0.56
1 Tempt with Discovery 3g 2.06
1 Overwhelming Stampede 3gg 0.02
1 Soul's Majesty 4g 0.02
1 Traverse the Outlands 4g 4.84
1 Rishkar's Expertise 4gg 0.02
Artifacts (9)
1 Basilisk Collar 1 0.43
1 Emerald Medallion 2 2.75
1 Lightning Greaves 2 0.04
1 Thought Vessel 2 1.59
1 Darksteel Plate 3 0.02
1 Loxodon Warhammer 3 0.02
1 Dragon Throne of Tarkir 4 0.01
1 Helm of the Host 4 0.02
1 Cauldron of Souls 5 0.02
Enchantments (10)
1 Burgeoning g 3.88
1 Carpet of Flowers g 4.75
1 Exploration g 4.07
1 Druid's Call 1g 0.05
1 Greater Good 2gg 0.02
1 Predatory Urge 3g 0.01
1 Vernal Bloom 3g 0.02
1 Asceticism 3gg 0.02
1 Zendikar Resurgent 5gg 0.02
1 Sandwurm Convergence 6gg 0.02
Lands (36)
1 Buried Ruin 0.04
1 Field of Ruin 1.01
30 Forest 0.00
1 High Market 1.45
1 Nykthos, Shrine to Nyx 1.78
1 Reliquary Tower 0.03
1 Strip Mine 1.38
100 Cards Total
1 Grothama, All-Devouring 3gg Unavailable
Creatures (30)
1 Broodhatch Nantuko 1g Unavailable
1 Sakura-Tribe Elder 1g Unavailable
1 Courser of Kruphix 1gg Unavailable
1 Eternal Witness 1gg Unavailable
1 Farhaven Elf 2g Unavailable
1 Fierce Empath 2g Unavailable
1 Managorger Hydra 2g Unavailable
1 Predator Ooze ggg Unavailable
1 Ravenous Slime 2g Unavailable
1 Reclamation Sage 2g Unavailable
1 Wood Elves 2g Unavailable
1 Goreclaw, Terror of Qal Sisma 3g Unavailable
1 Hunted Troll 2gg Unavailable
1 Ripjaw Raptor 2gg Unavailable
1 Solemn Simulacrum 4 Unavailable
1 Psychosis Crawler 5 Unavailable
1 Stuffy Doll 5 Unavailable
1 Bane of Progress 4gg Unavailable
1 Greenwarden of Murasa 4gg Unavailable
1 Pathbreaker Ibex 4gg Unavailable
1 Ulvenwald Hydra 4gg Unavailable
1 Vigor 3ggg Unavailable
1 Woodland Bellower 4gg Unavailable
1 Avenger of Zendikar 5gg Unavailable
1 Mossbridge Troll 5gg Unavailable
1 Protean Hulk 5gg Unavailable
1 Spearbreaker Behemoth 5gg Unavailable
1 Stonehoof Chieftain 7g Unavailable
1 Ulamog, the Ceaseless Hunger 10 Unavailable
1 Ghalta, Primal Hunger 10gg Unavailable
Planeswalkers (1)
1 Garruk, Primal Hunter 2ggg Unavailable
Spells (13)
1 Heroic Intervention 1g Unavailable
1 Nature's Lore 1g Unavailable
1 Rampant Growth 1g Unavailable
1 Beast Within 2g Unavailable
1 Cultivate 2g Unavailable
1 Kodama's Reach 2g Unavailable
1 Explosive Vegetation 3g Unavailable
1 Skyshroud Claim 3g Unavailable
1 Tempt with Discovery 3g Unavailable
1 Overwhelming Stampede 3gg Unavailable
1 Soul's Majesty 4g Unavailable
1 Traverse the Outlands 4g Unavailable
1 Rishkar's Expertise 4gg Unavailable
Artifacts (9)
1 Basilisk Collar 1 Unavailable
1 Emerald Medallion 2 Unavailable
1 Lightning Greaves 2 Unavailable
1 Thought Vessel 2 Unavailable
1 Darksteel Plate 3 Unavailable
1 Loxodon Warhammer 3 Unavailable
1 Dragon Throne of Tarkir 4 Unavailable
1 Helm of the Host 4 Unavailable
1 Cauldron of Souls 5 Unavailable
Enchantments (10)
1 Burgeoning g Unavailable
1 Carpet of Flowers g Unavailable
1 Exploration g Unavailable
1 Druid's Call 1g Unavailable
1 Greater Good 2gg Unavailable
1 Predatory Urge 3g Unavailable
1 Vernal Bloom 3g Unavailable
1 Asceticism 3gg Unavailable
1 Zendikar Resurgent 5gg Unavailable
1 Sandwurm Convergence 6gg Unavailable
Lands (36)
1 Buried Ruin Unavailable
1 Field of Ruin Unavailable
30 Forest
1 High Market Unavailable
1 Nykthos, Shrine to Nyx Unavailable
1 Reliquary Tower Unavailable
1 Strip Mine Unavailable
100 Cards Total
1 Grothama, All-Devouring 3gg 1.49
Creatures (30)
1 Broodhatch Nantuko 1g 0.27
1 Sakura-Tribe Elder 1g 1.30
1 Courser of Kruphix 1gg 3.49
1 Eternal Witness 1gg 4.70
1 Farhaven Elf 2g 1.68
1 Fierce Empath 2g 0.29
1 Managorger Hydra 2g 3.14
1 Predator Ooze ggg 2.00
1 Ravenous Slime 2g 1.09
1 Reclamation Sage 2g 0.30
1 Wood Elves 2g 0.50
1 Goreclaw, Terror of Qal Sisma 3g 1.63
1 Hunted Troll 2gg 0.49
1 Ripjaw Raptor 2gg 1.94
1 Solemn Simulacrum 4 5.00
1 Psychosis Crawler 5 0.60
1 Stuffy Doll 5 3.38
1 Bane of Progress 4gg 8.00
1 Greenwarden of Murasa 4gg 1.85
1 Pathbreaker Ibex 4gg 7.99
1 Ulvenwald Hydra 4gg 5.88
1 Vigor 3ggg 5.13
1 Woodland Bellower 4gg 3.99
1 Avenger of Zendikar 5gg 5.82
1 Mossbridge Troll 5gg 1.66
1 Protean Hulk 5gg 3.89
1 Spearbreaker Behemoth 5gg 3.00
1 Stonehoof Chieftain 7g 11.24
1 Ulamog, the Ceaseless Hunger 10 26.87
1 Ghalta, Primal Hunger 10gg 4.00
Planeswalkers (1)
1 Garruk, Primal Hunter 2ggg 2.13
Spells (13)
1 Heroic Intervention 1g 9.47
1 Nature's Lore 1g 2.50
1 Rampant Growth 1g 0.29
1 Beast Within 2g 1.58
1 Cultivate 2g 0.99
1 Kodama's Reach 2g 1.87
1 Explosive Vegetation 3g 1.10
1 Skyshroud Claim 3g 1.14
1 Tempt with Discovery 3g 2.97
1 Overwhelming Stampede 3gg 0.75
1 Soul's Majesty 4g 2.00
1 Traverse the Outlands 4g 10.79
1 Rishkar's Expertise 4gg 3.00
Artifacts (9)
1 Basilisk Collar 1 7.58
1 Emerald Medallion 2 3.64
1 Lightning Greaves 2 6.85
1 Thought Vessel 2 9.17
1 Darksteel Plate 3 5.80
1 Loxodon Warhammer 3 0.71
1 Dragon Throne of Tarkir 4 0.41
1 Helm of the Host 4 6.20
1 Cauldron of Souls 5 2.03
Enchantments (10)
1 Burgeoning g 10.79
1 Carpet of Flowers g 19.73
1 Exploration g 31.91
1 Druid's Call 1g 1.61
1 Greater Good 2gg 3.49
1 Predatory Urge 3g 0.33
1 Vernal Bloom 3g 3.12
1 Asceticism 3gg 12.70
1 Zendikar Resurgent 5gg 3.69
1 Sandwurm Convergence 6gg 1.00
Lands (36)
1 Buried Ruin 1.42
1 Field of Ruin 3.71
30 Forest 0.00
1 High Market 3.89
1 Nykthos, Shrine to Nyx 12.00
1 Reliquary Tower 2.53
1 Strip Mine 16.48
100 Cards Total

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Step on up, come one and all! Test your Strength and Try your Might! Keep your courage and your wit about you as you face-off against one of the most frightening, most terrifying, most gluttonous creatures known in Magic's history! Grothama, All-Devouring!

That's right! You have the chance to fight the wurm for Fame and Glory!

Hello you fine Commander Clash folks, and welcome to my deck for Season 6 Viewer Submitted decks. Last season, Richard took my Athreos, God of Clerics deck for a win -- WITHOUT the commander working properly on Magic Online. This season, I hope one of you fine folks take this deck to another victory, and hopefully the Commander will do what it's supposed to do.

This is my Mono-Green Grothama, All-Devouring deck. The basic premise is simple - This is Mono-Green Card Draw. Because screw the color pie.

Grothama is an odd creature that gives all other creatures a fight-effect. Whenever another creature attacks, it's controller may choose to have the creature fight Grothama (For fame and glory). This seems like an odd choice to make, but it comes with it's own rewards. Grothama's second ability rewards those who fight the Wurm. Whenever our Hungry Hungry Wurmo leaves the battlefield, each player will draw cards equal to the amount of damage they dealt to Grothama.

Fight the wurm with 8x 1/1s? Lose your creatures, but draw 8 cards! Fame AND Glory!

Fight the wurm with a 25/25? Draw 25!

And such, we build to take advantage of this absurd ability in the most absurd, most wonderful ways possible. Through pure EDH Jank.

Let's breakdown the card choices and packages.

-- Ramp: (Because we're mono-green and this is what we do.)

We've got a multitude of cards that propel us through the ramp package. From Burgeoning, Exploration, and Carpet of Flowers to get the quick mana started, to Nature's Lore, Rampant Growth, Cultivate, and Kodama's Reach to continue the trend. Thought Vessel and Emerald Medallion both ramp us in a more artifact form. We include creatures that ramp like Sakura-Tribe Elder, Farhaven Elf, Wood Elves, Solemn Simulacrum (218) and Courser of Kruphix because they can fight the wurm later. Goreclaw, Terror of Qal Sisma plays quasi-ramp by making our high-power creatures cost 2 less, while also fueling Grothama's Trample needs. Explosive Vegetation, Skyshroud Claim, and Tempt with Discovery top our ramp package. But Traverse the Outlands outshines everything else. Drop Traverse the turn after Grothama and you're searching out 10 lands into play. Somethings were not meant to be done.

-- More Mana!: (Because ramping to 7 lands isn't as good as ramping to 14.)

We include a duo of land doubling enchantments to push our mana base overboard. Vernal Bloom gets things started early, but might help our opponents. Zendikar Resurgent not only doubles our mana, but also gives us card draw when we drop down creatures.

-- Draw: (Because everyone knows Mono-Green has the best draw engines.)

This is what the deck is made to do, and these are just some of the cards that do them. Here, we're talking about cards the specifically draw. Not those cards that benefit off of Grothama's second ability. But, these cards are picked with Grothama in mind... Ripjaw Raptor draws cards when it's hurt, and when we feed it to Grothama, it'll snag us one last card off the top. Rishkar's Expertise is a 6 mana, draw 10, cast a spell. You find me a better 6 mana draw spell and I'll stand here very appreciative of the research you put into answering my question. Past that, Soul's Majesty is a 5 mana, draw 10. Garruk, Primal Hunter plays the same role, costing 5 mana but netting 10 cards. Notice how Rishkar's Expertise lets you cast a free 5 drop? Rishkars into Soul's Majesty or Garruk is insane value. Nothing says "I'm mono-green" like paying 5 mana to draw 20 cards.

Past those 3 wonderful cards, we have card draw cards that remove our commander. Greater Good lets us sac Grothama and draw 10, discard 3. Of course, if we've already hurt Grothama we get to draw those as well. Lastly, we have Predatory Urge. Predatory Urge is a wonderful little card that effectively reads: "Tap enchanted creature: Enchanted creature fights target creature." Please note: I did not say ANOTHER target creature.

Cast Predatory Urge, Have Grothama Fight Grothama, draw 20. Yes... Draw 20, for 4 mana. #JustMonoGreenThings

-- Tutors: (Because it's like Card Draw, but for specific things you want.)

We've got a small tutor group, and all in creature form to feed the wurm. Fierce Empath finds anything 6cmc and above, which includes a large number of our more necessary creatures. Protean Hulk finds us a total of 6cmc worth of creatures. Note how 6cmc is important. This will be important later, and will be on the test.

Ulvenwald Hydra pulls out a necessary land like Reliquary Tower, Nykthos, Strip Mine, or Field of Ruin. He also plays as a huge beater with Power/Toughness based on lands in play. Lastly, Woodland Bellower snags a 3cmc creature alongside it, and we've packed our deck full of useful 3cmc toolbox creatures to take advantage of this effect.

-- Value Creatures: (Because we need things that help fight the wurm.)

Let's start talking about the wonderful fighters that we'll be facing off against the wurm. Avenger of Zendikar brings in a slew of combatants that we can toss at the wurm, and after some land drops we might even have some plants leftover. Ghalta, Primal Hunger is the big dino daddy that everyone loves! Costing only GG with Grothama out, Ghalta kills the wurm and nets us 12 cards, while surviving himself.

Managorger Hydra, Predatory Ooze, and Ravenous Slime all play a role in fighting the wurm by growing up big and strong to compete. Managorger is our fastest grower, while Ooze will stick around to continue growing past any number of destruction effects, and Ravenous will throw off our opponent's graveyard plans.

Hunted Troll is the green card you never knew you should be playing. You toss a friend 4 faeries, you get an 8/4 regenerating troll that can kill Grothama and draw cards. Speaking of Trolls, Mossbridge Troll is one of our allstars in the deck. Drop Mossbridge down, wait a turn, cast Grothama, tap Grothama to make Mossbridge a 25/25, fight the wurm, draw 25 cards. Because mono-green should be doing these things.

The last of our combatants is the tiniest little fighter you ever did see. But boy does he pack a punch. Stuffy Doll is our little 0/1 attacker that will throw itself right into Grothama's gaping maw, only to deal the 10 damage to an opponent. Because that's absolutely fair.

-- Protection: (Or, how to handle your wurm in the safest way possible.)

Like all things commander-focused, Grothama might sometimes need some help surviving. People will learn to fear the wurm. As such, we include some methods of keeping him around. Lightning Greaves and Darksteel Plate equip on and keep ol' wurmy around. Asceticism and Spearbreaker Behemoth help keep Grothama on the board with a small mana investment. Stonehoof Chieftain also helps, but only when Grothama attacks - He also keeps our other creatures alive when they fight the wurm, in case that's the route we want to take.

Cauldron of Souls lets us remove Grothama but still have Grothama, along with all the other creatures we might want to see bounce back in. And Heroic Intervention is that one-time pop to put a spanner in our opponent's gears.

Lastly, we protect ourselves with Sandwurm Convergence, removing pesky fliers from our airspace while making more Grothama brothers to fuel our shenanigans.

-- Shenanigans: (Speaking of, let's talk about the Jank.)

We've got a full slew of Jank to discuss, because Jank is what makes the world go round. Starting off, we've got a duo of lifelink equipment in Basilisk Collar and Loxodon Warhammer. Imagine sending 5 creatures into the gaping maw of the wurm only to come out with +50 life. Because Mono-Green... And the color pie... and reasons..... Screw you white! We can gain life too!

Next we have a duo of critter spawning effects in Broodhatch Nantuko and Druid's Call. Because spawning out 10 insects or squirrels is probably one of the most terrifying things to see from across the table.

Finally we have my ultimate choice in Jank: Helm of the Host. Need another Stuffy Doll? Now you get to throw TWO voodoo dollies into the maw. Want more mana? Get another Simulacrum?

Have you ever seen a Grothama fight another Grothama? Because you can... Because you absolutely can, and should, put Helm of the Host on Grothama, spawn a second Grothama, then send your whole crew into the gaping maws of double Grothama, only to feed the wurms into each other like some sort of Ouroboros meets Human Centipede.

-- Destruction: (Because answers)

While it may seem like we don't run as many answers as others, we need to understand that our job is to rush into drawing cards. We are more glass-cannon than grind-engine, and that cannon happens to be a gigantic wurm. Bane of Progress wipes problem artifacts and enchantments, and then fights the wurm. Reclamation Sage targets a single artifact or enchantment, and then also fights the wurm. Beast Within removes any problem permanent as needed. Lastly Ulamog, the Ceaseless Hunger not only removes 2 pesky permanents, but he also fights and kills the wurm!

-- Recursion: (Let's do it again, with emotion!)

We play a recursion due in Eternal Witness and Green Warden of Murasa, both of which play into our tutors in 6cmc and 3cmc.

-- Victory: (Sweet Victory. It's winner takes all, the thrill of one more kill.)

Because we want to win at some point, we include a few methods of doing so. First, we have Psychosis Crawler. Crawler is our "I don't need to smack you in the face with my wurm to kill you" method of winning. Having Grothama + Ghalta out on field, casting Rishkar's Expertise, into Garruk, into Soul's Majesty is at least 36 cards (More because Garruk will see Crawler's P/T based on hand size). Then swinging Ghalta at the wurm will give us an extra 12 draw for at minimum 48 cards in one turn. This kills the table. Because Mono-Green card draw burn... Screw you Red and Black! We can do Direct Life Loss too!

Past that, we have a slew of "Power Matters" effects to play with. Overwhelming Stampede is the basic card that turns the whole army into Grothama sized baddies. Pathbreaker Ibex is Stampede on a creature (Stampede with legs, ha!), while Dragon Throne of Tarkir finally finds a place outside of Chair Tribal. Sit your Grothama on the Throne and watch everything Stampede up in size. Then, with all that mana you got, RE-EQUIP the throne and reactive. 5 mana and a tapped creature each time and you can grow your army to absurd sizes -- Each creature becomes it's only mini-Overwhelming Stampede!

Lastly, we have the most important card in the deck: Vigor

Vigor does STUPID things. Vigor makes you need a math degree to even move past combat triggers. Every creature that attacks can fight the wurm to get 10 +1/+1 counters. BUT, each creature deals its own damage to the wurm, growing the wurm for the next fight.

Swing with 10 1/1 squirrels? Get 1x 11/11, 1x 12/12, 1x 13/13, 1x 14/14... And so on.

Now let's get stupid. Because we can. Helm of the Host Grothama(10 power), make a copy in Fauxthama(10). have 5 squirrels(1). Have vigor. Swing with everything.

Grothama(10) fights Fauxthama(10). Grothama(20) -- Fauxthama(20) -- 1Squirrel(1) -- 2Squirrel (1) -- 3Squirrel (1) -- 4Squirrel (1) -- 5Squirrel (1)

Fauxthama(20) fights Grothama(20). Grothama(40) -- Fauxthama(40) -- 1Squirrel(1) -- 2Squirrel (1) -- 3Squirrel (1) -- 4Squirrel (1) -- 5Squirrel (1)

1Squirrel(1) fights Grothama(40). Grothama(41) -- Fauxthama(40) -- 1Squirrel(41) -- 2Squirrel (1) -- 3Squirrel (1) -- 4Squirrel (1) -- 5Squirrel (1)

1Squirrel(41) fights Fauxthama(40). Grothama(41) -- Fauxthama(81) -- 1Squirrel(81) -- 2Squirrel (1) -- 3Squirrel (1) -- 4Squirrel (1) -- 5Squirrel (1)

2Squirrel(1) fights Grothama(41). Grothama(42) -- Fauxthama(81) -- 1Squirrel(81) -- 2Squirrel (42) -- 3Squirrel (1) -- 4Squirrel (1) -- 5Squirrel (1)

2Squirrel(42) fights Fauxthama(81). Grothama(42) -- Fauxthama(123) -- 1Squirrel(81) -- 2Squirrel (123) -- 3Squirrel (1) -- 4Squirrel (1) -- 5Squirrel (1)

3Squirrel(1) fights Grothama(42). Grothama(43) -- Fauxthama(123) -- 1Squirrel(81) -- 2Squirrel (123) -- 3Squirrel (43) -- 4Squirrel (1) -- 5Squirrel (1)

3Squirrel(43) fights Fauxthama(123). Grothama(43) -- Fauxthama(166) -- 1Squirrel(81) -- 2Squirrel (123) -- 3Squirrel (166) -- 4Squirrel (1) -- 5Squirrel (1)

4Squirrel(1) fights Grothama(44). Grothama(44) -- Fauxthama(166) -- 1Squirrel(81) -- 2Squirrel (123) -- 3Squirrel (166) -- 4Squirrel (44) -- 5Squirrel (1)

4Squirrel(44) fights Fauxthama(166). Grothama(44) -- Fauxthama(210) -- 1Squirrel(81) -- 2Squirrel (123) -- 3Squirrel (166) -- 4Squirrel (210) -- 5Squirrel (1)

5Squirrel(1) fights Grothama(44). Grothama(45) -- Fauxthama(210) -- 1Squirrel(81) -- 2Squirrel (123) -- 3Squirrel (166) -- 4Squirrel (210) -- 5Squirrel (45)

5Squirrel(45) fights Fauxthama(210). Grothama(44) -- Fauxthama(255) -- 1Squirrel(81) -- 2Squirrel (123) -- 3Squirrel (166) -- 4Squirrel (210) -- 5Squirrel (255)

This is why Vigor is so important. We turned 2x 10/8s and 5 squirrels in to... That.. That abomination above. Because a 255/255 Squirrel is a thing that needs to exist.

Vigor is 6cmc. This is why we focus on tutors that get 6cmc things. Dropping Protean Hulk and swinging means we can put the Protean Hulk fight Grothama trigger to resolve first, then snag Vigor for the rest of the fight triggers, to surprise blow-out the board because people will not see the absurdity above coming.


By this time, I hope you've come to love and adore the Jank that is Mono-Green Card Draw. I hope you put this deck together and test it out and fall if love with it as I have. It's janky, it's casual, but it's just tuned enough to do some wonderful things. It's not without weakness (Deathtouch creatures are its downfall), but it plays around them well enough to shore up and play to its strengths. Grothama gives us an chance to do the one thing every EDH player wants to do, deep down in our hearts - Draw so many cards that someone inevitably says "Is that your deck or your hand?!" And he does it in Mono-Green.

Now to figure out how to win with Laboratory Maniac.

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